5,764 Commits over 3,683 Days - 0.07cph!
Level 3 hall, cctv room and vent progress, sat tube progress
Level 3 hall, cctv room and vent progress
updated pivots on electrical boxes for puzzles
updated prefabs used in monuments to reflect pivot changes
oilrig L3 texturing progress
oilrig sat tube greybox full greybox flow
harbor2 backup, WTP overgrowth tweaks - mainly thinning overgrowth density in places
some wip creeping tree models until I get back to it
final alignment to the structure to match welds
moonpool and beams detailed greybox
oilrig - sat tubes greybox models
oilrig saturation tube, moonpool and level3 rooms whitebox export/placement
tweaked light group at time on harbor2
static triangle wood foundation rotation fix
Updated the barrel of the water well deployable, this one had slipped through.
tweaking overgrowth positions, clipping and density for the following levels - lighthouse, MT, warehouse, sewerbranch, sphere_tank, trainyard, WTP, water wells
added train tunnel entrance into automated S2P loop
tweaking overgrowth positions, clipping and density for the following levels - airfield, compound, gas_station, harbor2, launch_site
updated overgrowth prefabs inside spawning junkpiles
arid variants for some grasses
fixed incorrect biome set on a tire prefab
S2P all (overgrowth links refresh)
fixed an offset that appeared in coaling tower prefab - collection bin offset
removed missing mesh bit from static refinery prefab
new tree models for monument overgrowth, temperate and snow variants
some extra non hazardous labels for loot barrels (recycling, etc.) CHanged the static one that was saying 'fuel' for 'poison' to avoid confusion to players
Updated Workshop scene to have night time lighting
harbor2 - boosted ambient pointlights
S2P
more biome visuals compatible props and structures
baked harbor grounds meshes
specific collider meshes for grounds - removed old duplicates
bunch of biome visuals compliant prefabs
simple colliders for damaged scientist turret
harbor2 level update
updated diesel_collectable prefab
Harbor2 scene hierarchy cleanup
baked to mesh vertex paint grounds LOD0
S2P
Vertex painting pass (almost complete)
Ladder volumes, fill lights, loot spawns pass
Tweaked concrete_h blending mask
re-applied a bunch of barrel stuff, added a specific label for oil, re-applied the label for diesel barrel
Set dressing harbor2 progress
Set dressing harbor2 progress
vertex painting grounds progress
Set dressing harbor2 progress
material tweaks and prop prefab variants
scene backup and S2P for testing
removing ground grass decal
Zipline platforms LODs, colliders and prefabs cleanup
'keep out' and road debris decals
Set dressing harbor2 progress
moved zipline platforms assets over from compound branch - not a merge
level backup - moved turret up a balcony
Set dressing harbor2 progress
materials decal layer #